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Old 08-24-20, 04:17 PM   #1681
KaleunMarco
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Originally Posted by propbeanie View Post
Ah, btw, this is WWII, and that is referred to as French Indo-China, mister... lol
it was Vietnam before WWII and it is still Vietnam after WWII. Vietnam=Vietnam.
that s#ithole will always be Vietnam to those of us who left our youth there.
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Old 08-24-20, 04:50 PM   #1682
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I grew up in the same era, never served there, and for that I am extremely thankful. There were "countries" of sorts there named Vietnam, Cambodia and Laos, among others, but as far as US Department of the Navy was concerned:



The French colonized the area, and "united" it (hah!). With the French being an "ally", they called it what the French called it... that's all I'm sayin'.
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Old 08-24-20, 09:24 PM   #1683
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Originally Posted by propbeanie View Post
@ KaleunMarco: did you happen to attack a 3 Cruiser group with 2 DD escorts, that sail from Camranh Bay down toward Saigon? A CL Isuzu, a CA Furutaka and a CA Takao??
negatory.
the convoy i attacked contained approx 6-8 troop ships and was led by three CA Takeo cruisers. there were DD/DE's attending but the cruisers were leading, which seems very odd.
they were heading approx 310 at medium speed.
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Old 08-24-20, 09:27 PM   #1684
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Originally Posted by don1reed View Post
@ Kaleun Marco:

Great shooting, KM! I got there too late.
-...-

Taking a lesson from Kaleun Marco, "The Early Bird gets the Worm." I reloaded previous save...

As the Takeo lay sinking, the rest of the TF/Convoy disappeared (Poof).; but, sinking tally registered.
now, you are learning. strike early ...and as often as you can!
excellent recovery.
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Old 08-25-20, 07:36 AM   #1685
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Originally Posted by KaleunMarco View Post
negatory.
the convoy i attacked contained approx 6-8 troop ships and was led by three CA Takeo cruisers. there were DD/DE's attending but the cruisers were leading, which seems very odd.
they were heading approx 310 at medium speed.
Gotcha! Part of the problem with 'regular' groups is the way the DD do their knuckles, where they will "circle" the group every few "small knuckle" turns in front or beside the group, like they "heard something" and are checking it out. This behavior can be seen if you are leaving Manila December 9, 1941, and catch-up with the two small merchants escorted by a Clemson out by Corregidor Island, where the Clemson will seemingly try to ram the player's sub if you get too close... Part of the game. That leaves the two small merchants temporarily un-escorted.

However, in this case, the three leading DD of the group were within 700 meters of the Takao trio leading the group. The Takao are for shore bombardment along the Malayan peninsula when their group's transports "land" their charges later in their journey. The Takao were also too close to each other for correct IJN funtionality. Therefore, the CA were put a pinch further in front of transports, spreading the CA wider also. The trio of DD out front were pushed a bit further out, into a wider stance also, and the two along the side were widened and moved further back for better coverage of the group, so there will still be the usual escort behavior, but most of the escort grouping should now stay in-place better... hopefully. Several other groups were found to be a bit shy on proper coverage, and their groupings widened and lengthened. Slight delay now in getting a little package out to you for "topping" the v1.2 mod, but it won't be long.
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Old 08-27-20, 03:10 PM   #1686
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First of ALL i want too congratulate the FOTRSU for this great great mod!

I Like the detailed mission objectives and the graphics and so on 🤘👏

But

I feel that the enemy AI is Way to easy
I mean i almost never get depth charged in this mod

It’s Like the enemy dd dont know how to even use Them ?

Often when im detected i manage to sneak away with 0% damage

I know early in the war enemy asw wasnt good , but when i read the real war patrol Recordings og several submarines even early in the war i read that Many of Them often endured several hours of depth charging


Is it possible to make harder AI? Or perhaps make a bonus mod you could activate if u wanted too?

I dont mean tmo hard but just harder!😅

Keep up the good work and stay online!
Your mod is Amazing!
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Old 08-27-20, 05:13 PM   #1687
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^Yep I must agree with you on the not being depth charged in the early phase of the war part, a stock level mod to start off with and 2 or 3 more difficulty mods to go with it would really spice things up, meh! I've finally flipped my bloody lid, don't read this Mr beanie I've gone nuts......
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Old 08-27-20, 05:38 PM   #1688
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I received the direction to sail submerged in daylight within 500 miles of an enemy airfield. How do I know when that is the case?
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Old 08-27-20, 10:35 PM   #1689
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Quote:
Originally Posted by Kieldk View Post
First of ALL i want too congratulate the FOTRSU for this great great mod!

I Like the detailed mission objectives and the graphics and so on ����

But

I feel that the enemy AI is Way to easy
I mean i almost never get depth charged in this mod

It’s Like the enemy dd dont know how to even use Them ?

Often when im detected i manage to sneak away with 0% damage

I know early in the war enemy asw wasnt good , but when i read the real war patrol Recordings og several submarines even early in the war i read that Many of Them often endured several hours of depth charging


Is it possible to make harder AI? Or perhaps make a bonus mod you could activate if u wanted too?

I dont mean tmo hard but just harder!��

Keep up the good work and stay online!
Your mod is Amazing!
Quote:
Originally Posted by Moonlight View Post
^Yep I must agree with you on the not being depth charged in the early phase of the war part, a stock level mod to start off with and 2 or 3 more difficulty mods to go with it would really spice things up, meh! I've finally flipped my bloody lid, don't read this Mr beanie I've gone nuts......
Too late now, you two nut cakes! The ASW AI has been beefed-up. You don't even get 2 seconds of periscope exposure and they're putting 6.2 inch munitions down your mirrored tube, and making new hatches for water ventilation in your conn... then the extra escorts will drop ash cans down onto the cigarette deck and turn it into a poop deck for you...

But actually, we have four different AI altering mods laying about, that we've been testing a while. They aren't as "deaf" in the one, which really causes issues getting away, so is too much right now. There used to be a Tokko's Revenge mod, and this is beyond that... - we'll do like a v1.21 here in a few days with some skin fixes and a few campaign file adjustments, then get to attempting another full release with a few surprises attached...

But still... I don't know what it is, but I have no difficulty in getting depth-charged... constantly even at times, in spite of 50rpm, less than a knot in speed, below the thermal, silent running - and I will invariably find the super sub hunter from H. E. double hockey stix and his cousin Killem Ahl, along with a handful of their buddies that they called over from another convoy, so that they can do the Mexican Hat Dance on us for several hours, causing damage after damage, that we don't always recover from... Some of the ASW vessels are definitely weaker than others, but some are just downright persistent... Thing is, quite a few folks complain about the airplanes, but those are easy for me. Don't be seen. If you're seen, go down for a bit. Come back up. If they're there again, go down for the rest of the day, then run away at night, and find someplace else to play. Airplanes were almost a constant thing at times in real life - at least from what I've read, but depth chargings didn't always happen, and sometimes the charges that were dropped were off by a good bit... like thousands of yard away...


Quote:
Originally Posted by Michael Wood View Post
I received the direction to sail submerged in daylight within 500 miles of an enemy airfield. How do I know when that is the case?
See, there is these little circular "Rising Sun" flags on the NavMap to denote where the major bases are. That if you wanted to get "technical" with it, you would draw yourself a 500nm circle around those little airbase markers, and submerge by daylight hours when inside your circles, or do like a lot of the skippers did back then, and just submerge when the sun lightens the horizon, and don't surface until well after sunset... or just stay up top until you "see" an airplane. Just remember that they can come in below radar, and out of the clouds or sun, in spite of radar and a fully qualified watch crew... Go and be careful! Only problem is, someone set their "zoom" too small, and you have to know where they are, like at Truk, to be able to find them... We'll try to get them back to like the US "Star" marker for airbases. The GB and Aussie markers also see to be "off", shall we say?...

btw, I have found a few of those historical early "directives" like that, and some of them were really worded strangely. The ComSubs would come up with their "directive", and number them, beginning with 1 after each New Year, such as 42-1 or 43-52, etc. They were mostly typed-up and put on the bulletin board, and all skippers had to make a copy available to themselves and carry that copy with them on the boat, only to come in from patrol and get reprimanded for traveling submerged too much... lol - watcha gonna do?...
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Last edited by propbeanie; 08-27-20 at 10:59 PM.
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Old 08-28-20, 12:55 AM   #1690
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Quote:
Originally Posted by propbeanie View Post
Too late now, you two nut cakes! The ASW AI has been beefed-up. You don't even get 2 seconds of periscope exposure and they're putting 6.2 inch munitions down your mirrored tube, and making new hatches for water ventilation in your conn... then the extra escorts will drop ash cans down onto the cigarette deck and turn it into a poop deck for you...

But actually, we have four different AI altering mods laying about, that we've been testing a while. They aren't as "deaf" in the one, which really causes issues getting away, so is too much right now. There used to be a Tokko's Revenge mod, and this is beyond that... - we'll do like a v1.21 here in a few days with some skin fixes and a few campaign file adjustments, then get to attempting another full release with a few surprises attached...

But still... I don't know what it is, but I have no difficulty in getting depth-charged... constantly even at times, in spite of 50rpm, less than a knot in speed, below the thermal, silent running - and I will invariably find the super sub hunter from H. E. double hockey stix and his cousin Killem Ahl, along with a handful of their buddies that they called over from another convoy, so that they can do the Mexican Hat Dance on us for several hours, causing damage after damage, that we don't always recover from... Some of the ASW vessels are definitely weaker than others, but some are just downright persistent... Thing is, quite a few folks complain about the airplanes, but those are easy for me. Don't be seen. If you're seen, go down for a bit. Come back up. If they're there again, go down for the rest of the day, then run away at night, and find someplace else to play. Airplanes were almost a constant thing at times in real life - at least from what I've read, but depth chargings didn't always happen, and sometimes the charges that were dropped were off by a good bit... like thousands of yard away...



See, there is these little circular "Rising Sun" flags on the NavMap to denote where the major bases are. That if you wanted to get "technical" with it, you would draw yourself a 500nm circle around those little airbase markers, and submerge by daylight hours when inside your circles, or do like a lot of the skippers did back then, and just submerge when the sun lightens the horizon, and don't surface until well after sunset... or just stay up top until you "see" an airplane. Just remember that they can come in below radar, and out of the clouds or sun, in spite of radar and a fully qualified watch crew... Go and be careful! Only problem is, someone set their "zoom" too small, and you have to know where they are, like at Truk, to be able to find them... We'll try to get them back to like the US "Star" marker for airbases. The GB and Aussie markers also see to be "off", shall we say?...

btw, I have found a few of those historical early "directives" like that, and some of them were really worded strangely. The ComSubs would come up with their "directive", and number them, beginning with 1 after each New Year, such as 42-1 or 43-52, etc. They were mostly typed-up and put on the bulletin board, and all skippers had to make a copy available to themselves and carry that copy with them on the boat, only to come in from patrol and get reprimanded for traveling submerged too much... lol - watcha gonna do?...
Im really looking forward to get a new version with harder AI!
Cant wait😀

I have to agree with you the planes are as they should be

When i spot them on Radar i always order a dive and ill stay Down for the rest of the day, drinking coffe and playing card games with the rest of the Crew
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Old 08-28-20, 01:16 AM   #1691
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Perhaps you could implement one ADD on where the submarine actually uses fuel?

With the settings right now i Think you Can go well over 80.000 km without refueling, when the boat should barely be able to go 20.000 km at 10 knots

In that Way you should be more worried about if your boat has enough diesel or you better return too friendly port too refuel
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Old 08-28-20, 10:24 AM   #1692
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The fuel "consumption", or lack thereof has been attempted to be dealt with before. We have shortened the "ranges" for the subs, but they are still "off"... Messing with the setting for range also messes with battery use, re-charge, sea-keeping, and all sorts of other idiosyncrasies. We might attempt to deal with this again later, but it is what it is for now. The way the submarine was "modeled" in the game is not correct. You "fix" one thing, and you'll break three others. Plus, the process for testing is a major pain in the bum, and usually does not yield accurate results anyway, since the game does what it wants to in this regard. If you take your boat out from Pearl, and drive for about 30-60 minutes, and ask for a range at current speed, you will get a figure that is relatively accurate for the Class of submarine you are driving. However, as you have observed, the boat does not "use" fuel like it should, and if you ask for range at current speed every day, you will notice that the figure sometimes increases... but then again, sometimes not... As it stands now, you will not run out of fuel inappropriately, and all other systems seem to function as intended, so until we have a LOT of time on our hands, we'll not attempt to adjust that until then...
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Old 08-28-20, 08:46 PM   #1693
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Hello all

It is September 10, 1944, I am in the USS Balao, where the incident took place was around Hokkaido island in the Polar Circuit.
So, I am ordered to patrol in the desginated area off of Hokkaido Island and I am to sink 5,000 tons of enemy merchant shipping. I find a convoy with 1 escort and 3 ships, a tanker, a troopship, and a cargo ship. I sink the cargo ship, a Hasna Frieghter, and that gets me over my tonnage limit. I quickly dive to 350 feet and go silent, hoping to avoid the escort that will come sooner or later.
I use TC to see if it comes and then.... I die. No cause whatsoever. I had no damage, though I did have 45% hull damage, maybe that has something to do with it.

Anyways, is there a reason for dying randomly with no warning of any sort?
TIA


PS: If I were to transfer to lets say, Brisbane, would I loose my Balao class sub and get an S class or whatever instead? Same thing goes for transferring anywhere, would I loose my current sub type if I transferred to a diffrenent base?
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Old 08-29-20, 12:27 AM   #1694
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Between the TC and the "... though I did have 45% hull damage...", there you have it. Any TC starts to take away the audio prompts, with each step higher taking more, such that by 8x TC, you get no prompts from your crew, and the text box freezes, so you have no clue as to when the pressure hull was breached. We have found from other sources (who shall remain anonymous at this time, since I can't remember diddley, other than his first name was "Bo"...) that a 40% amount of hull damage is actually quite a bit, and definitely will affect your submarine's suitability to dive, sometimes even to PD. You do have to stay on the damage screen, and watch that percentage figure. If you incur anymore damage, you will have to come up some. Keep observing, and maybe have to come up more... Depending upon the damage and the depth, you might get 2 seconds between each point of damage incurred when you go too deep. I have however, gone down to PD and been fine, only to have something give 10 minutes later, and have to surface, because the figure just won't quit creeping up once it started...

Transfers can only happen if the current boat you have is also available at the other base. Brisbane actually had Balao boats active before Pearl, so you should be able to transfer down there no problem - other than the way the game does it. In v1.5, when you click the transfer button, you go there NOW. So when you are back at Pearl in the office, and use the transfer function to choose Brisbane, you are transported ala Star Trek to Brisbane. However, you still have that last Pearl assignment to do, that got stuck in the games craw when you came back in from patrol. No way to avoid that, so you might have to do another Polar Circuit mission from Brisbane... Just be sure and stop for fuel at Johnston Island and / or Midway on the way to and from Kurile! Don't want to lose your seat in the Officer's Mess!...
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Old 08-29-20, 08:06 AM   #1695
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Oh ok, thanks!


One more thing though.


This I notice when I am submerged and at periscope depth. This has happened to me in all of my boats, but at select times.

Any idea as to what is causing this?
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